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| + | ====== Sahuagin ====== | ||
| + | {{ville_sahuagin.jpg}} | ||
| + | ^Race | ||
| + | name = Sahuagin | ||
| + | image = {{: | ||
| + | caption | ||
| + | aliases | ||
| + | distinctions | ||
| + | height | ||
| + | weight | ||
| + | lifespan | ||
| + | ^Domicileland | ||
| + | language | ||
| + | |||
| + | **Sahuagin** are an {{tagpage>" | ||
| + | |||
| + | ====== Histoire ====== | ||
| + | Once upon the time, the sahuagin had an empire beneath the seas. Little is known about this empire. It resulted in great cities build beneath the waves, and that it was responsible for the near extinction of the [[darfallen|darfellan]] and the [[aquatic Elfee]] races. The sahuagin fought the [[aboleth|aboleths]], | ||
| + | |||
| + | 40,000 years ago, the [[Géant]]s of [[Xen' | ||
| + | |||
| + | {{: | ||
| + | In the present day, various tribes of the sahuagin inhabit the waters between [[Khorvaire]] and [[Xen' | ||
| + | |||
| + | While most tribes will actively hunt the Humainoïde races of [[Eberron]], | ||
| + | |||
| + | In addition to the tribes of sahuagin that inhabit the [[Mer du Tonnerre]], there have been sahuagin spotted in the [[Mer Amère]] to the north of [[Khorvaire]]. | ||
| + | |||
| + | ======Species====== | ||
| + | A few kinds of sahuagin are known to exist in [[Eberron]].{{: | ||
| + | |||
| + | ===== Baron ===== | ||
| + | The baron sahuagin are a special type of sahuagin with four arms. | ||
| + | |||
| + | ===== Malenti ===== | ||
| + | While most sahuagin are true sahuagin, occasionally a sahuagin is "born again" into a mutated form: the malenti. These malenti are usually sahuagin who have been transformed after devouring the intellect of a powerful creature, though some malenti may be bred from other malenti. Malenti may resemble the creatures they devour. | ||
| + | |||
| + | Baron sahuagin can become malenti. | ||
| + | |||
| + | ====== Religion ====== | ||
| + | Most sahuagin are fervent worshipers of [[Le Dévoreur]], | ||
| + | |||
| + | According to an ancient prophecy of [[Le Dévoreur]], | ||
| + | |||
| + | ======Notable Personalities====== | ||
| + | * **[[npc: | ||
| + | * **[[Bulubba]]** is a priestess of a sahuagin tribe that lives near an island off the coast of Xen' | ||
| + | * **[[Khalaash]]** is one of two priests that oversees the shrine to the Dévoreur in the city of Cap-Tempête; | ||
| + | * **[[Korel]]** is a malenti sahuagin disguised as an [[aquatic Elfee]] and the leader of the [[Raiders of the Gray Pearl]]. She is an agent and the right hand of the sahuagin messiah K' | ||
| + | * **[[K' | ||
| + | |||
| + | ====== Apparence et Personnalité ====== | ||
| + | {{: | ||
| + | The sahuagin are a powerful aquatic race. They have a scaly skin of green or brown, with webbed fingers and toes. Their mouths are filled with fangs and breathe through the use of gills. Fins jut out from a sahuagin' | ||
| + | |||
| + | The sahuagin have a clan-based society, with most clans warring with one another with the same zeal they show to assaulting seafaring ships and fishing villages. So far, this internal clan warfare has kept the sahuagin from unifying against the other races of [[Khorvaire]] and the rest of the surface world. | ||
| + | |||
| + | ====== Capacités ====== | ||
| + | The sahuagin have the ability to live and breathe in a salt-water environment. This makes them powerful under the waves; however, the sahuagin cannot easily adjust to fresh-water environments. Sahuagin have // | ||
| + | |||
| + | Though the sahuagin have natural claw and bite attacks, most sahuagin wield weapons. Most sahuagin will enter a blood rage when fighting, showing an almost instinctual desire to kill their foe. | ||
| + | |||
| + | ======Weapons & Equipment====== | ||
| + | Sahuagin will use the same types of weapons that Humains do, though they prefer the use of the trident and the net. They also have the ability to wear armor and will craft armor from the scales or chitin of creatures they have killed. | ||
| + | |||
| + | ====== Notes ====== | ||
| + | Keith Baker has mentioned on his website that his original proposal for [[Eberron]] included sahuagin and the [[merfolk]] as major races of the [[Mers d' | ||
| + | |||
| + | The Eternal Dominion: Sahuagin | ||
| + | Any sailor in Stormreach can tell you that the sahuagin worship the Devourer, who they call Shargon. But this is only part of the story. Sahuagin storm priests tell the common tale of how gods and demons fought in the first age, but their story doesn’t end with the binding of the overlords. Once the fiends were defeated, the Sovereigns were determined to take their place and rule as tyrants. The sahuagin Sha’argon was a bold hunter and mighty warrior. He stalked the Sovereigns of the natural world, Arra’ai and Ba’alor. Sha’argon trapped them and consumed them, claiming their power as his own. The other Sovereigns were angry, but none could outwit Sha’argon, | ||
| + | Sha’argon is the greatest of the gods. He sets the laws of the world, and they are cruel. Life is an endless struggle. The weak will perish in the storm or be consumed by the mighty. Those with cunning and courage can conquer the world itself, and the victor has the right to devour their vanquished foe. The sahuagin of the Eternal Dominion take these messages to heart. There is no foe they cannot conquer, no power they cannot claim. They have forged a dominion from the bones of krakens and the blood of the kar’lassa, | ||
| + | If the Dominion wished to conquer the surface world, it could do so easily—or so the sahuagin say. But to what end? Dryskins are pathetic barbarians, weak in both body and mind. The Eternal Dominion seeks grander prey, power worthy of Sha’argon. Some seek to consume the overlords; others plan the conquest of worlds beyond the world. Is this pure arrogance? Or can the Eternal Dominion gain mastery over reality itself? | ||
| + | Biology | ||
| + | The sahuagin dwell on the floor of the Thunder Sea. They possess an uncanny ability to rapidly adapt to changing pressure, and can ascend from the depths to the surface with no ill effects. Darkvision allows them to see even in the blackest depths of the ocean, though they require at least a little light to function at full efficiency. Their tough skin is as tough as leather armor, and their claws and teeth are deadly weapons. | ||
| + | Human scholars are aware of the existence of sahuagin “mutants, | ||
| + | What do sahuagin eat? Whatever they want, and often, whoever they want. Sahuagin are voracious omnivores who demonstrate their mastery over things by consuming them. Food brings great pleasure to the sahuagin, and they take pride both in the preparation of food and in the diversity of their diet; they farm both fish and flora, and hunt creatures that can’t be farmed. Eating a locathah servant can either be an act of punishment or a great honor, depending on how the meal is prepared and consumed. Like the gnolls of the Znir Pact, it’s common for a sahuagin to eat at least part of a fallen enemy, though this is more to seal the victory than to honor the spirit; | ||
| + | you haven’t truly defeated someone until you’ve consumed them. | ||
| + | With this concept in mind, a DM may wish to give sahuagin | ||
| + | NPCs advantage on saving throws against any sort of ingested | ||
| + | poison and resistance to poison damage from such poisons. | ||
| + | Victory Above All | ||
| + | Life is conflict. All things must eat or be eaten. Flee if victory is | ||
| + | impossible in the moment, but never surrender. | ||
| + | Sahuagin culture is deeply aggressive; in any situation, | ||
| + | they look to see how they can win. This combines with a deep | ||
| + | sense of cultural unity; what matters isn’t that I defeat the foe, | ||
| + | it’s that we defeat it. So while sahuagin frequently compete | ||
| + | with other sahuagin, seeking to advance in rank and earn | ||
| + | evolution into a higher form, this is about strengthening the | ||
| + | Dominion, not simply personal pride. Sahuagin don’t seek to | ||
| + | cheat their way into positions they believe they don’t deserve. | ||
| + | Similarly, weakness can’t be tolerated, and they spare no time | ||
| + | on sentimentality. The sahuagin are children of the Devourer: | ||
| + | the point of storm and sickness is to cleanse weakness and | ||
| + | strengthen those who survive. Anyone who grows too old or | ||
| + | infirm should be challenged by those below them—but this | ||
| + | is rare in practice, for a sahuagin who realizes they can no | ||
| + | longer perform their role will usually abdicate before they’re | ||
| + | challenged. It’s common practice for a respected retiring leader | ||
| + | to be consumed by their subordinates, | ||
| + | skills will remain part of the Dominion. The sahuagin warrior | ||
| + | who has grown too old to serve has no regrets about being | ||
| + | consumed; they lived well, and now they give what strength | ||
| + | they have left to nourish those who will come after them. A | ||
| + | single life is fleeting; the Dominion is eternal, and your spirit | ||
| + | lives on in your comrades who consume you. On the other | ||
| + | hand, those seen as having no value—who are best excised | ||
| + | from the Dominion—will simply be fed to the sharks. | ||
| + | Stemming from this, the people of the Eternal Dominion | ||
| + | are extremely industrious. Sahuagin never relax, and don’t | ||
| + | understand why anyone would—if you stop moving, you’re | ||
| + | dead. They’re always looking for something to do, a challenge | ||
| + | to overcome. However, this leaves them little time for abstract | ||
| + | reflection, romance, or whimsy; life is war, and there’s no time | ||
| + | for poetry. Some would also say this limits innovation, and | ||
| + | the Dominion is indeed slow to change its methods. | ||
| + | Sahuagin are austere in their needs and desires, | ||
| + | and don’t seek comfort, luxury, or personal | ||
| + | wealth. This isn’t to say the sahuagin don’t | ||
| + | enjoy life or seek entertainment—but rather, | ||
| + | what drives the sahuagin is victory. | ||
| + | They don’t care for music or theater, | ||
| + | but they enjoy gladiatorial combat | ||
| + | and other forms of aggressive sport, | ||
| + | such as public debates and arcane | ||
| + | duels. They also love to eat, as | ||
| + | this is a symbolic victory over | ||
| + | whatever they’re eating. Symbols | ||
| + | of all kinds are important in | ||
| + | sahuagin culture. Their armor, | ||
| + | weapons, and architecture | ||
| + | are designed to intimidate | ||
| + | enemies and show off one’s | ||
| + | rank and status. | ||
| + | Social Structure | ||
| + | Sahuagin have no families nor concept of personal property. | ||
| + | Your loyalty is to your city, and then to the Dominion as a whole. | ||
| + | You were born in the spawning pools of your city and assigned | ||
| + | a purpose and a shiver—the group of sahuagin you trained with | ||
| + | as a child, to whom you may have a personal attachment. From | ||
| + | there, you worked your way up to prove your value and earn | ||
| + | a higher rank. All positions are based on merit; while the title | ||
| + | of a military leader is often translated as “baron, | ||
| + | is earned, not inherited. The city gives you equipment and | ||
| + | lodging based on your position, though you can earn trophy | ||
| + | items through sporting victories. Sahuagin always look for ways | ||
| + | to prove themselves and earn advancement, | ||
| + | expense of your shiver, your city, or the Dominion. Sahuagin | ||
| + | find criminal behavior and those who betray their people for | ||
| + | personal gain to be repulsive, a sign of an inferior species. | ||
| + | The society of the Eternal Dominion is split into three | ||
| + | primary forces: | ||
| + | The Ra’har (“body”) is the military. The sahuagin view life as | ||
| + | conflict, and are zealous about maintaining a strong military. | ||
| + | When there is no active conflict, they engage in war games | ||
| + | and engage in gladiatorial combat—both locally, and in a | ||
| + | league against the other cities—to entertain the people. | ||
| + | The Ta’har (“mind”) are the scholars, scientists, and priests— | ||
| + | which, among the sahuagin, are all branches of a single path. | ||
| + | Alchemy and sorcery are core sciences in the Dominion. The | ||
| + | sahuagin recognize divine magic as a resource, and excel at | ||
| + | the aggressive cultivation of the faith required to channel it. | ||
| + | Ta’har scholars advise the Ra’har, using the lessons of history | ||
| + | to drive military strategy, while Ta’har artificers work with the | ||
| + | Su’har to maintain the infrastructure of the cities. | ||
| + | The Su’har (“heart”) maintain the civic infrastructure. They | ||
| + | maintain and expand the cities, ensure the steady flow | ||
| + | of supplies, and organize the spawning pools and the | ||
| + | education and evolution of the young. The Ta’har develop new | ||
| + | techniques, but it’s the Su’har who turn the wheels of industry. Each city is governed by a Sha’rei—Council of Three—with a leader from each force. Councilors add the prefix “kar” to their force, so the Kar’ra’har is the military leader of a sahuagin city. Cities coordinate through the Sha’lassa—Council of Dreams—as described in the “Harvesting the Dreamers” section. | ||
| + | The priesthood of the Eternal Dominion follows one of two paths. The razh’ash—storm priests—are devoted to Sha’argon, | ||
| + | Territory | ||
| + | The Eternal Dominion claims the entirety of the Thunder Sea as its territory, and maintains outposts across the sea, often carved into stone spires that rise up to the surface. However, most of their population is concentrated in the great cities of the Dominion. These lie on the seafloor, thousands of feet below the surface, far beyond the reach of sunlight—yet illuminated by sahuagin-engineered bioluminescent coral. Each city is named after the kar’lassa it’s built around, and the kar’lassa in turn are in turn named for the plane they’re bound to. | ||
| + | Hal’daan (Daanvi). The city of Hal’daan is the administrative heart of the Dominion. Here, the leaders of the Su’har develop the civic models used throughout the Dominion. This city also holds the bureaucratic archives of the Dominion. | ||
| + | Hal’dol (Dolurrh). The smallest of the great cities, Hal’dol is a center for necromantic research. The skulls of great leaders and priests from across the Dominion are preserved in the Bone Library, where sahuagin mediums can use speak with dead to consult with them. | ||
| + | Hal’fer (Fernia). This region has an abundance of geothermal vents, and due to Fernia’s influence, it’s also a source of pure elemental flame that burns underwater. Hal’fer is an industrial center working with heat and steam; it’s the primary source of metal goods, and mints the currency used with surface dwellers. | ||
| + | Hal’iri (Irian). This is a stronghold of the Ta’har, driving mystical research and holding the largest temples in the Dominion—both in reality and in the kar’lassa’s dream. Many priests train in Hal’iri, and its people have grand dreams of what the Dominion can become. It’s a center for exploring lofty goals, such as defeating the Valraean Protectorate, | ||
| + | Hal’kyth (Kythri). The influence of Kythri supports magic tied to change and transmutation, | ||
| + | Hal’laman (Lamannia). The flora and fauna of this region are unnaturally fertile. Hal’laman is a center for all forms of animal husbandry, and also holds the largest spawning pools of the Dominion. When Lamannia is coterminous, | ||
| + | Hal’shavar (Shavarath). This is the military seat of the Dominion, where the finest barons and strategists are trained. Here, the Ra’har of Hal’shavar establish the military traditions used throughout the Dominion. Mock battles and other grand spectacles are carried out in the grand arena of Hal’shavar. | ||
| + | Hal’syra (Syrania). This is the center for commerce and trade with other cultures. Hal’syra even has a rarely-used quadrant enchanted so surface dwellers can breathe within it. This city is the source of the ambassadors, | ||
| + | These major cities are each home to hundreds of thousands of sahuagin, and the total population of the Dominion is well into the millions. Farms and other small communities scattered between the great cities are often largely inhabited by locathah, with a core group of sahuagin overlords. In between, there are large stretches with no humanoid population; here, ruins of the giants and remnants of other fallen civilizations might be found. | ||
| + | Harvesting the Dreamers | ||
| + | The eight greatest cities of the Eternal Dominion are built around kar’lassa, | ||
| + | All biomatter from the kar’lassa is infused with arcane energy, and the sahuagin use these substances in the same way the Five Nations rely on dragonshards. In addition, the biomatter of each kar’lassa has unique properties and potential due to the plane it’s tied to. The scales of Hal’shavar can be forged into powerful armor and weapons. The steam-breath of Hal’fer is an extremely powerful catalyst for evocation magic. The blood of Hal’kyth is an exceptional conduit for transmutation. These are just a few examples of the potential of the kar’lassa, | ||
| + | So the kar’lassa are priceless resources and sources of power for the sahuagin; their biomatter drives Dominion industry, and cities benefit from the effects of their manifest zones. Only eight of the twelve kar’lassa have cities built around them, due to the dangers of the manifest zones extending from the kar’lassa tied to Mabar, Xoriat, Thelanis, and Risia. But even in the cities of the “safer” kar’lassa, | ||
| + | The lass’ash—the “dream priests”—are an arm of the Ta’har devoted to the kar’lassa of their cities. These priests treat the kar’lassa both as divine beings and as servants; they believe that it’s their rituals and devotions that keep the dreamers safely asleep, allowing the Dominion to continue to harvest their biomatter. At the heart of each temple lies the Or’lassa, the First Dreamer—a sahuagin priest sustained by direct infusions of kar’lassa blood. These infusions cause physical mutations that often reflect the shape of the kar’lassa and the plane it is tied to, as well as keep the First Dreamer in kar’lassa dream, where they anchor a temple formed from their pure will. Dream priests are trained in lucid dreaming, and they use these temples as a base both for planar research and to maintain communication across the Dominion. While they reside in different planes, the temples are mystically linked through the kar’lassa, | ||
| + | Tools and Traditions | ||
| + | The Eternal Dominion is an advanced civilization that employs both arcane and divine magic as part of everyday life. It’s generally more sophisticated than the Five Nations, but less advanced than Aerenal. Though the Dominion possesses capabilities beyond the Five Nations, its approaches can vary dramatically; | ||
| + | The Dominion has an exceptional talent for producing potions, allowing Dominion forces to temporarily boost their capabilities. But their technologies go far beyond temporary alterations, | ||
| + | In addition to these basic techniques that guide the evolution of a young sahuagin, the Dominion can also induce dramatic secondary mutations; many sahuagin are highly motivated by this prospect of attaining a higher form. The malenti and the four-armed barons are the best known of these, but they represent just a fraction of the Dominion’s magebreeding abilities, and the DM can create additional mutants to suit the story. For example, the Claw of Sha’argon (presented in chapter 8) possesses a secondary mutation that’s granted to powerful priests. These forms of ascension require rare resources and a significant amount of kar’lassa blood (drawn from a particular dreamer based on the type of transformation sought), and are only granted to sahuagin who prove themselves worthy. | ||
| + | In addition to altering themselves, the sahuagin put many enhanced beasts to good use. Enhanced mantas are a common mount, possessing a swim speed of 90 feet. Mutated giant sharks and eels are used as larger vehicles, sometimes with seating areas formed upon their backs, other times with bony handles protruding from the beast’s hide, allowing multiple riders to cling to the side. In place of warships, the Dominion fields dragon turtles with siege staffs embedded into their shells. The sahuagin have also created entirely new forms of life. The alchemists of Hal’kyth used the blood and biomatter of the kar’lassa to create plasmids: protean creatures similar to mimics, but capable of replicating the texture of inanimate objects as well as shape. Plasmids can be guards—often serving as living doors to secure chambers—but they’re also a useful tool of industry, as a trained plasmid can itself become the tools a sahuagin artisan needs to perform its work. | ||
| + | Skilled Dominion magewrights can cast fabricate as a ritual, shaping raw materials into their desired form through magic. The Dominion also uses a substance called korlass (“dream stone”), formed from dreamer biomass, as an industrial material; it can be sculpted like clay, then fixed in its shape by a magewright ritual. Korlass has the strength of steel, with a texture similar to shell, though its appearance varies depending on which kar’lassa it’s drawn from. | ||
| + | When considering the abilities of Dominion sahuagin, it’s likely that storm priests are Tempest clerics or Conquest paladins, while dream priests are Knowledge clerics. Sahuagin artificers are usually Alchemists, and the most common forms of arcane spellcasters are sorcerers (either Storm Sorcery or Draconic Bloodline) and magewrights. Sahaugin warriors are typically Battle Masters or Champions, but some embrace the blood frenzy of barbarians. Bards, druids, wizards, and warlocks aren’t supported by the traditions of the Dominion and are rarely encountered. | ||
| + | Subject Races | ||
| + | “Dominion” isn’t just a title; the sahuagin dominate other creatures, from other aquatic humanoids to mighty dragon turtles. Before the rise of the Eternal Dominion, there were six locathah nations spread across the Thunder Sea; in the last thousand years, these have all been conquered and assimilated by the Dominion. Locathah laborers are now found in all of the great cities, and there are farming communities across the seafloor where locathah are ruled by sahuagin overseers. | ||
| + | The locathah are the most widespread subjects of the Dominion, but other creatures have been forced into servitude as well. The sahuagin of Hal’laman may have merfolk subjects. There could be a small population of subjugated koalinth near the coast of Darguun, or a city where there are still a few storm giants compelled into service. Typically, creatures that are Dominion subjects know the Sahuagin language, either instead of Common, or in addition to it (if they have regular contact with dryskins). | ||
| + | The Kalamer merfolk of the Thunder Sea (discussed later in this section) have largely been allowed to remain independent, | ||
| + | Foreign Relations | ||
| + | The people of the Five Nations know little about the Eternal Dominion. Ambassadors and envoys have visited Hal’syra, so there are stories drifting around that the sahuagin city is built around a massive, mysterious creature. This experience and the occasional clashes when people have challenged the territorial demands of the Dominion have taught the Five Nations and the houses to respect the Dominion, but they still know almost nothing about it, aside from the fact that they worship the Devourer. The Aereni have greater knowledge of the Dominion, and have seen its power in the long conflict with the Valraean Protectorate. They know about the kar’lassa, | ||
| + | For their part, the sahuagin have little interest in the affairs of the dryskins. At this time, the Dominion has no interest in conquering the surface world, and they don’t believe the dryskins pose any threat to their rule of the sea. However, the proud sahuagin don’t want surface-dwellers bumbling through their territory or polluting their waters. They enforce their territorial waters as a show of strength, demanding that travelers pay tolls and follow the established trade routes. | ||
| + | The Dominion remained neutral in the Last War. Trade between the sea and the surface has been limited, but has expanded in recent years. In particular, Merrix d’Bombardier has discovered that the sahuagin have a surplus of Siberys shards; the shards fall into the ocean, but the Dominion economy is based on the blood of the kar’lassa as opposed to dragonshards, | ||
| + | The Dominion despises the sea elves of the Valraean Protectorate, | ||
| + | |||
| + | Other Sahuagin | ||
| + | The sahuagin of the Eternal Dominion are an advanced and ancient culture that has little interest in the surface world. Its people generally wouldn’t randomly attack a fishing village. But what if you want an adventure where the sahuagin attack? | ||
| + | The Eternal Dominion is a culture, but the sahuagin species extends beyond it. In Khorvaire, you have humans of the Five Nations, but you also have humans of the Shadow Marches and humans of the Demon Wastes. Similarly, the Eternal Dominion hasn’t extended beyond the Thunder Sea, and sahuagin in other waters may be very different; perhaps the sahuagin off the shores of the Demon Wastes have been twisted by their devotion to fiends. Even in the Thunder Sea, the border sahuagin are wilder than those of the inner Dominion, and you could find sahuagin in the fringes that have never accepted the traditions of the Dominion. The Eternal Dominion is a sahuagin culture, but it’s not the only option. With that said, the secondary mutations—the barons, the malenti, the Claws of Sha’argon—are created using Dominion rituals and the blood of the kar’lassa, | ||
| + | |||
| + | Sahuagin and Malenti Adventurers | ||
| + | The sahuagin of the Eternal Dominion aren’t driven by the desire for gold that draws many humans to the path of adventure. Most are fiercely devoted to the Dominion—but what if your duty to the Dominion requires you to venture onto dry land? Perhaps you need to negotiate with the dryskins. Maybe you’re seeking information on a force that’s meddling with the Dominion—is it House Bombardier or the Lords of Dust? Perhaps you’re pursuing your peoples’ goal of consuming an overlord or conquering the planes. Maybe you’ve been sent to study the dryskins themselves, to decide whether they’re worth conquering. Or you might just be an exile or a rebel, a rare outlier who opposes the ambitions and actions of your people. | ||
| + | While this book doesn’t include racial traits for sahuagin, you can use the locathah traits from Locathah Rising (available on the Dungeon Masters Guild), and simply describe the character as a sahuagin. The Blood Frenzy trait of sahuagin NPCs is a special feature magebred into sahuagin soldiers, and not possessed by the general population (though you could represent this trait by playing a sahuagin barbarian). | ||
| + | However, there are two significant challenges to adventuring as a sahuagin. The first is that you’re an alien, a creature with a face few recognize, and that those who do typically view with fear. The second is the Limited Amphibiousness trait possessed by both sahuagin and locathah—a need for regular immersion in water can be a crippling requirement when an adventure leads to the Blade Desert. However, the sahuagin have developed a solution that solves both of these problems. While most people of the Five Nations have never seen a sahuagin, that doesn’t mean they’ve never met one. Scholars who study the sahuagin know of malenti, sahuagin that are born indistinguishable from sea elves; the common belief is that this is a random mutation that occurs when sahuagin and sea elves live in close proximity. The sahuagin are happy to support this myth, because the truth is far more disturbing: Malenti aren’t born, they’re made. One of the sacred rituals of Sha’argon allows a sahuagin priest to guide a subject through ritually consuming a humanoid—and in consuming the creature, the sahuagin becomes that creature, taking both their form and their powers. People know about sea elf malenti, as they’ve been caught and exposed in the Dominion’s long war with the Protectorate. But unbeknownst to the Five Nations, there are human malenti in Sharn, dwarf malenti in Stormreach, malenti passing as many races and traveling the surface wherever the Dominion needs eyes and hands. | ||
| + | Chapter 6 provides a malenti background that could be coupled with any race, along with additional story hooks for malenti adventurers. Using this background, you can secretly play a sahuagin who’s assumed the identity of the person they appear to be. While the Dominion has carried out a few targeted replacements to get malenti into influential positions, often malenti are just replacing people who happened to be in the wrong place at the wrong time: smugglers, fisherfolk, or pirates who strayed into Dominion territory. The purpose of this replacement isn’t to take advantage of the character’s previous life, but rather to place agents who can breathe on land and move freely without drawing attention. So as a malenti you might have been a sailor or a pirate—but now you’re an adventurer traveling the world! | ||
| + | Story Hooks | ||
| + | The Eternal Dominion has no interest in conquering Khorvaire—at least for now. But the sahuagin believe life is conflict, and if you aren’t moving forward, you’ll wither away. This section contains story hooks and major aspirations of the sahuagin that might drive an encounter—or an entire campaign. | ||
| + | The Valraean Cold War. The sahuagin hate the sea elves and yearn to hold dominion over the entirety of the Thunder Sea. The power of the Undying Court protects the elves from any direct assault, so the sahuagin must find another answer. They’ve been embedding malenti agents into the Valraean Protectorate for years. What’s the next step? Will they launch a decisive first strike from within the Protectorate? | ||
| + | Consume the Overlords. The sahuagin don’t need more land, but they’re always hungry for more power. The most powerful beings in Eberron are the overlords of the First Age. These archfiends have lingered in their prisons since the dawn of time—while they can’t be destroyed, could they be consumed? Could a sahuagin champion follow Sha’argon’s path to divinity by somehow devouring the essence of an overlord, thus taking its spirit and strength? This goal could bring sahuagin agents to the surface if they determine the most vulnerable overlords are imprisoned on land. This is no simple task; it could require eldritch machines, planar alignments, and a particular unfolding of the Prophecy. Rak Tulkhesh is bound to multiple shards; perhaps the sahuagin have found a way to consume these one at a time, and now seek each shard. What will happen if a sahuagin champion completes this ascension? | ||
| + | The Conquest of the Planes. The kar’lassa give the Eternal Dominion a foothold in eight planes, and they’ve been learning new ways to exploit this over the last century. Now, some among the Ta’har wonder if they could expand their influence, using the kar’lassa as an anchor from which to conquer a layer of a plane. This idea is unprecedented—is it even possible? Success could depend on recovering artifacts created by the Cul’sir giants during their war against the quori, and the sahuagin would need a way to bind the immortal spirits of that plane. Which plane will they try to conquer? What would happen to Eberron if they succeeded? | ||
| + | Strange Trade. A group of adventurers could accompany a Bombardier delegation sent to Hal’syri to negotiate for Siberys shards. Or they could be sent to the ocean floor in search of kar’lassa blood or forgotten relics from ancient ruins. | ||
| + | Deadly Shortcuts. A vessel could run afoul of Dominion forces when it strays into forbidden territory, adventurers finding themselves bound for Hal’shavar, | ||
| + | The Rôdeur dans l' | ||
| + | Locathah Rising. The locathah were conquered long ago, and toil as subjects of the Eternal Dominion. But a resistance could be forming within the locathah, drawing adventurers into the conflict. Some locathah may possess the gift of lucid dreaming, allowing them to meet secretly within the dreams of the kar’lassa; | ||
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| + | Look beneath the waves, and you’ll fi nd a vast and ancient | ||
| + | world, filled with secrets unknown to those who can | ||
| + | breathe only air. Thousands of years of history are buried | ||
| + | beneath the Thunder Sea. Kingdoms have risen and | ||
| + | fallen there. Great wars have been fought between the | ||
| + | sahuagin and aboleth slavers, between merfolk nomads | ||
| + | and the Lords of Dust. Pirates and merchants battle | ||
| + | sahuagin at the frontier between air and water, never | ||
| + | dreaming of the mysteries that lie below. | ||
| + | The sahuagin are a powerful and sophisticated race. | ||
| + | They are stronger, faster, and smarter than humans, | ||
| + | with armored skin and a deadly bite. The sahuagin have | ||
| + | a clan-based society, and they fight one another with | ||
| + | the same zeal they devote to raiding surface vessels and | ||
| + | fishing villages. So far, these internal struggles have kept | ||
| + | the sahuagin from mounting a unified assault on the | ||
| + | surface world. | ||
| + | Sahuagin can be found in all ten seas of Eberron, | ||
| + | but they are most common in the Thunder Sea and the | ||
| + | Barren Sea. For centuries, they were implacably hostile, | ||
| + | but over time the scholars and sages of Galifar and Zilargo | ||
| + | were able to establish diplomatic contact with a number | ||
| + | of sahuagin nobles. For the last two centuries, captains | ||
| + | planning to travel across the Thunder Sea have made | ||
| + | arrangements with the sahuagin, paying for peaceful | ||
| + | passage and for aquatic guides to help ships navigate the | ||
| + | dangers of Shargon’s Teeth. Today, sahuagin guides can be | ||
| + | found in all the great port cities of southern Khorvaire. | ||
| + | In the Cliffside district of Sharn, sahuagin curses have | ||
| + | even found their way into everyday speech. | ||
| + | Due to the confl icts between clans, having a sahuagin | ||
| + | guide is not a foolproof shield against attack. A vessel | ||
| + | must adhere to the territory of its guide’s clan, and even | ||
| + | then it might run afoul of a raiding party from a neighboring | ||
| + | clan. Defeating such raiders won’t invite retaliation, | ||
| + | but fi ghting a clan in its own waters usually results | ||
| + | in redoubled attacks as the sea devils seek to bring down | ||
| + | their prey. Old sailors tell tales of legions of sharks led | ||
| + | by sahuagin priestesses riding dragon eels. If caught up | ||
| + | in such an action, a ship’s only hope is to cross into the | ||
| + | territory of an opposing clan. | ||
| + | Adventurers in an appropriate port city can locate a | ||
| + | sahuagin guide with a successful DC 15 Profession (sailor) | ||
| + | check, DC 20 Knowledge (local) check, or DC 20 Gather | ||
| + | Information check. It is also possible to negotiate with the | ||
| + | sea devils on the open water. The Windwrights Guild has a | ||
| + | few established points where a captain can drop anchor and | ||
| + | drop a carved signal stone overboard to call a guide from | ||
| + | the depths. In either case, the standard price for hiring a | ||
| + | guide is 1% of the value of the ship itself (100 gp for a standard | ||
| + | sailing ship). Many captains offer greater rewards in | ||
| + | the hope of buying greater loyalty. On occasion, sahuagin | ||
| + | have helped sailors battle threats from the deep. | ||
| + | The prices for individual transport noted on the | ||
| + | facing page already include the cost for a vessel’s captain | ||
| + | to deal with the sahuagin. | ||
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| + | SAHUAGIN ENCOUNTERS | ||
| + | The sea devils are fearsome predators, able to bring martial | ||
| + | prowess and magical might to bear on their enemies. | ||
| + | However, not every encounter with the sahuagin has to | ||
| + | be a battle. | ||
| + | Unsavory Appetites: One of the rituals of the | ||
| + | sahuagin religion involves consuming a fallen foe to | ||
| + | gain his strength and power. Some sages claim that this | ||
| + | process is more than just ceremony, however, and that | ||
| + | creatures such as the four-armed mutant sahuagin and | ||
| + | the malenti are the result of this rite. | ||
| + | Either while at sea or in Stormreach, the party is | ||
| + | approached by a sahuagin priestess. She wants the PCs | ||
| + | to go inland and capture an exotic monster that can be | ||
| + | found only in Xen’drik—a creature that lives too far | ||
| + | inland for her warriors to hunt. She pays handsomely | ||
| + | for a live specimen and might hire the party to hunt | ||
| + | additional beasts. But what horrors might these creatures | ||
| + | produce when consumed by sahuagin warriors? | ||
| + | The Festival: The party is approaching a small port | ||
| + | village by boat when someone catches a fl ash of motion | ||
| + | in the water. A dozen sahuagin rangers rise from the sea, | ||
| + | along with a priestess and a four-armed wizard. This clan | ||
| + | has a long-standing pact with the villagers concerning | ||
| + | fishing rights and the worship of the Devourer, and this | ||
| + | delegation has arrived for the annual rituals. Will the PCs | ||
| + | seek to defend the village before learning the truth? How | ||
| + | will clerics react to humans who follow the Devourer? | ||
| + | The Words of the Devourer: The deep water of the | ||
| + | Thunder Sea holds uncounted secrets. As the party’s ship | ||
| + | approaches Shargon’s Teeth, a sahuagin ranger clambers | ||
| + | up the hull and onto the deck. He holds a sphere of stone | ||
| + | engraved with intricate writing, which he hands to the | ||
| + | party. A successful DC 25 Decipher Script check reveals | ||
| + | that it is a prophecy—an ancient inscription that clearly | ||
| + | indicates the date, the ship, and one of the PCs. The | ||
| + | ranger insists that the chosen PC accompany him to a | ||
| + | temple deep beneath the waves. A struggle lies ahead, and | ||
| + | the character must receive the blessing of the elders if any | ||
| + | of the party are to survive. | ||
| + | Is it a hoax, or is danger truly coming? Has a rakshasa | ||
| + | rajah been released from bondage, or does the | ||
| + | prophecy foretell an alliance of aboleths or some dark | ||
| + | plan of the daelkyr? And what wonders will the characters | ||
| + | see in the city beneath the waves? | ||
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